Some People of the Northend Realm(Europe) still playing Tob, the N version. If anyone is interessted, so u still can post it here. 19.01.2013 we played 3 TOB Ih's 5on5. We hope for more players to join us to get at least a 6on6 to play. 27.01 we played 3 games 3on3. Was a little bit cheesy but it was fun

We like to see : Tata_Box ForbiddenLove_hurtsLord_Sh4dowSpeedlockeb00nsaiI_dohknowGreenisbestand all the other guys again to play

Last edited by Shin_Natsume on Sat Jan 26, 2013 5:38 pm, edited 1 time in total.

These are the categories in that replaynotes.txt I have in my ToB Bugs Dropbox folder, which I shared with you in late 2011.

a. Spawn w/ Wrong Team Colors

b. Spawn Projectile Swapping/Disappearing

c. Spawn Lane Swapping

d. Permanent Buffs and Debuffs (graphic and/or effect)

e. Frame Rate Crash

f. Desync 1.28

The last two are the game breakers, but D can also fuck things up pretty bad. In one replay, I have Inquistor permanently grant spell reflection to both allies and enemies that come in range.

I always had the impression that everything tied back to the keep upgrades. Fled suggested removing the unit recycler, but we never got around to testing it, and I wouldn't know how to begin on my own.

Unless WC3 itself is causing all the spawn weirdness (which is possible, but I'm sure it's the unit data or something) removing unit recycling is unlikely to accomplish much, although it's still a good idea at this point because performance should no longer be a factor.

Your old replay notes had:

14. Desync @ 10m22s -Blueshift, but otherwise not much happening -Desyncing player was afk the entire game

You sure that was a desync?

If Tirion or Fled want to work on this I can send the build stuff their way. The problems are in there somewhere; it's just a matter of investing the necessary time to find them.

Merlin, I always liked how organized and effective your support was. And despite the listed problems, and my own share of horribad and bulltalk, playing O with you belongs to my best gaming moments. It's Onward or Nonward.

There was a community-made debugger -- PipeDream built it (Ctrl-F war3err) -- but every new WC3 patch broke it and eventually there was nobody left to find the offsets for the latest compile.

I don't know if you ever dug into WC3's sorry excuse for a modding platform RAV, but what I said for Tirion and Fled goes for you as well. Most of the bugs Merlin listed share a common framework in the UnitData/UnitProperties libs. A problem with either of those would explain a, b, c, d, and possibly e.

Fixing item balance should be a cakewalk. We said many times that they were in there solely to show off what could be done and no real attempt at balancing them had been made. All you guys would have to do is move numbers around until things start to click, and maybe reel in the occasional mechanic.

What I mean is that you could potentially store a reference to a unit and then not check on it again until after it had been recycled, since the recycling system has no way of knowing that you still hold a reference.

Tirion wrote:Removing unit recycling is bound to fix something, if only because it didn't have access to wc3's reference counting.

I too think it would fix *something*. Another map I worked on had unit recycling and started getting some random bugs which vanished once it was removed.Maybe one day I'll get around to removing it. But argh, so much code in that map that I don't even want to start reading.